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Scarlet Shocker

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This Hero build was built using Mids Reborn 3.4.6
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Needs a Name: Level 50 Magic Tanker
Primary Power Set: Radiation Armor
Secondary Power Set: Dark Melee
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Sorcery
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Alpha Barrier

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (3) Steadfast Protection - Knockback Protection
  • (3) Impervium Armor - Psionic Resistance
  • (5) Gladiator's Armor - TP Protection +3% Def (All)

Level 1: Shadow Punch

  • (A) Superior Blistering Cold - Accuracy/Damage
  • (5) Superior Blistering Cold - Damage/Endurance
  • (7) Superior Blistering Cold - Accuracy/Damage/Endurance
  • (7) Superior Blistering Cold - Accuracy/Damage/Recharge
  • (9) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime
  • (9) Superior Blistering Cold - Recharge/Chance for Hold

Level 2: Gamma Boost

  • (A) Panacea - +Hit Points/Endurance
  • (17) Panacea - Heal/Recharge
  • (19) Miracle - +Recovery
  • (19) Performance Shifter - Chance for +End

Level 4: Proton Armor

  • (A) Aegis - Resistance/Endurance
  • (21) Aegis - Resistance/Recharge
  • (21) Aegis - Endurance/Recharge
  • (23) Aegis - Resistance/Endurance/Recharge
  • (23) Aegis - Resistance
  • (25) Aegis - Psionic/Status Resistance

Level 6: Hasten

  • (A) Recharge Reduction IO
  • (25) Recharge Reduction IO

Level 8: Combat Jumping

  • (A) Luck of the Gambler - Defense
  • (27) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (27) Kismet - Accuracy +6%
  • (29) Shield Wall - +Res (Teleportation), +5% Res (All)

Level 10: Shadow Maul

  • (A) Superior Gauntleted Fist - Accuracy/Damage
  • (29) Superior Gauntleted Fist - Damage/RechargeTime
  • (31) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
  • (31) Superior Gauntleted Fist - Damage/Endurance/RechargeTime
  • (31) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime
  • (33) Superior Gauntleted Fist - RechargeTime/+Absorb

Level 12: Taunt

  • (A) Perfect Zinger - Chance for Psi Damage

Level 14: Kick

  • Hamidon Origin:Nucleolus Exposure

Level 16: Tough

  • (A) Titanium Coating - Resistance/Endurance
  • (33) Titanium Coating - Resistance/Recharge
  • (33) Titanium Coating - Endurance/Recharge
  • (34) Titanium Coating - Resistance/Endurance/Recharge

Level 18: Fallout Shelter

  • (A) Unbreakable Guard - Resistance
  • (34) Unbreakable Guard - Resistance/Endurance
  • (34) Unbreakable Guard - Endurance/RechargeTime
  • (36) Unbreakable Guard - RechargeTime/Resistance
  • (36) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (36) Unbreakable Guard - +Max HP

Level 20: Weave

  • (A) Luck of the Gambler - Defense
  • (37) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (37) Reactive Defenses - Scaling Resist Damage

Level 22: Siphon Life

  • (A) Preventive Medicine - Heal
  • (37) Preventive Medicine - Heal/Endurance
  • (39) Preventive Medicine - Endurance/RechargeTime
  • (39) Preventive Medicine - Heal/RechargeTime
  • (39) Preventive Medicine - Heal/RechargeTime/Endurance
  • (40) Preventive Medicine - Chance for +Absorb

Level 24: Radiation Therapy

  • (A) Superior Might of the Tanker - Accuracy/Damage
  • (40) Superior Might of the Tanker - Damage/Recharge
  • (40) Superior Might of the Tanker - Accuracy/Damage/Recharge
  • (42) Superior Might of the Tanker - Damage/Endurance/Recharge
  • (42) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge
  • (42) Superior Might of the Tanker - Recharge/Chance for +Res(All)

Level 26: Beta Decay

  • (A) Achilles' Heel - Chance for Res Debuff
  • (43) Touch of Lady Grey - Chance for Negative Damage

Level 28: Touch of Fear

  • (A) Fury of the Gladiator - Accuracy/Endurance/Recharge
  • (43) Fury of the Gladiator - Chance for Res Debuff

Level 30: Particle Shielding

  • (A) Numina's Convalesence - Heal/Endurance
  • (43) Numina's Convalesence - Heal

Level 32: Ground Zero

  • (A) Shield Breaker - Defense Debuff
  • (45) Shield Breaker - Accuracy/Defense Debuff
  • (45) Shield Breaker - Accuracy/Recharge
  • (46) Shield Breaker - Defense Debuff/Endurance/Recharge
  • (48) Shield Breaker - Accuracy/Endurance/Recharge
  • (48) Shield Breaker - Chance for Lethal Damage

Level 35: Soul Drain

  • (A) Perfect Zinger - Chance for Psi Damage

Level 38: Dark Consumption

  • (A) Power Transfer - EndMod
  • (48) Power Transfer - Chance to Heal Self

Level 41: Meltdown

  • (A) Aegis - Resistance/Endurance
  • (45) Aegis - Resistance
  • (46) Aegis - Endurance/Recharge

Level 44: Midnight Grasp

  • (A) Kinetic Combat - Accuracy/Damage
  • (46) Kinetic Combat - Damage/Endurance
  • (50) Kinetic Combat - Damage/Recharge
  • (50) Kinetic Combat - Damage/Endurance/Recharge

Level 47: Gloom

  • (A) Devastation - Accuracy/Damage
  • (50) Devastation - Chance of Hold

Level 49: Mystic Flight

  • (A) Winter's Gift - Slow Resistance (20%)

Level 1: Brawl

  • (A) Empty

Level 1: Gauntlet


Level 1: Sprint

 

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There's a fine line between a numerator and a denominator but only a fraction of people understand that.

 
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Don't have access to Mids at the moment, so I can't see the totals, but eyeballing it.... it looks like it probably wants more slow resistance.  Debuffs are a big problem for resist-based armors.    You can try to build defense, but it will be stripped from you when you most need it, so I usually don't bother.  Recharge time resist (a.k.a. Slow Resist) is vital for Rad Armor since it enables your heal and absorb shield to be available more often.

 

Speaking of which, you might want more recharge in Particle Shielding.  It's a big deal in terms of Rad's survival.  And if you can sprinkle more pairs of winter IOs in the build, the two-slot bonus is 10%/15% (for superior) slow resist.  100% slow resist is easily possible and then you can avoid one more RadA-killer, the unresistable Tar Patch res debuff.  Just skate on out of it like you're wearing non-stick boots.  And never worry about cold-slinging enemies flooring your recharge, preventing your heal and particle shield from being available.

 

Ground Zero can be an excellent proc bomb.  You've six-slotted Shield Breaker instead, presumably for the defense bonus.  Seems a bad deal to me, again because defense can't be relied on with Rad Armor.  When not in the presence of heavy defense debuffing enemies, your resist, absorb, and heal are more than enough to keep you in the fight.  When you are facing defense debuffs, your defense will be zeroed and into the red quickly.  It might take an extra couple seconds if you built up some defense with IOs like this... but it will happen.

 

Rad Therapy is not a bad place for MoT, but it's an even better place for the Theft of Essense +end proc, if you can forgo the six-slot bonus of MoT.  Not saying Rad Armor has many endurance issues, but mostly for when you face endurance draining enemies, it's a godsend to just punch that heal and fill BOTH bars while standing in a crowd.  Yeah, you have Dark Consumption, but Rad Therapy with Theft of Essence and a few damage procs and having one third of the base recharge time?  You might consider even dropping Dark Consumption. It's only benefit at that point would be as another AoE damage power and there, the very long recharge limits its value, in my opinion. YMMV.

 

Lastly, getting back to debuff resistance, strongly consider taking Energy Mastery for Focused Accuracy.  You'll lose Gloom, but you didn't have it very strongly slotted anyway.  Meanwhile Focused Accuracy, which you can run only when you need it, provides massive toHit debuff resistance that will help out immensely when you are the focus of a gang of toHit debuffers like CoT ghosts.  Soul Drain can help but you don't have it slotted for recharge so it's not going to be available very often.  And I find +tohit doesn't really counter toHit debuffs when you're being hit by ALL the debuffs.  A defense based Tank with soft-cap defense and DDR to protect it can get away with that.  Rad Armor can't, in my experience.  The stacking toHit debuffs are difficult to equal with +toHit of your own.

 

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thankyou guys.

 

Some really good advice there. I've made a few changes, as per your advice which wasn't too difficult. I've posted the revision below and it doesn't look too very different but the to hit is way up as are debuff resistances so it does seem to add without much subtraction.

 

I've never really used Theft of Essence - it does not seem to be unique. Is there any value to adding one into Stamina?

 

I have a Slow Resist proc in Mystic Flight. Does that provide global benefits or only when using it?

 

I've shoved a few procs in Ground Zero - but I've mostly taken them by sticking my finger in the air and "that seems like it might be ok" - I'd welcome more experienced inputs.

 

 

 

 

There's a fine line between a numerator and a denominator but only a fraction of people understand that.

 
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This Hero build was built using Mids Reborn 3.4.6
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Needs a Name: Level 50 Magic Tanker
Primary Power Set: Radiation Armor
Secondary Power Set: Dark Melee
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Sorcery
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Alpha Barrier

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (3) Steadfast Protection - Knockback Protection
  • (3) Impervium Armor - Psionic Resistance
  • (5) Gladiator's Armor - TP Protection +3% Def (All)

Level 1: Shadow Punch

  • (A) Superior Blistering Cold - Accuracy/Damage
  • (5) Superior Blistering Cold - Damage/Endurance
  • (7) Superior Blistering Cold - Accuracy/Damage/Endurance
  • (7) Superior Blistering Cold - Accuracy/Damage/Recharge
  • (9) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime
  • (9) Superior Blistering Cold - Recharge/Chance for Hold

Level 2: Gamma Boost

  • (A) Panacea - +Hit Points/Endurance
  • (17) Panacea - Heal/Recharge
  • (19) Miracle - +Recovery
  • (19) Performance Shifter - Chance for +End

Level 4: Proton Armor

  • (A) Aegis - Resistance/Endurance
  • (21) Aegis - Resistance/Recharge
  • (21) Aegis - Endurance/Recharge
  • (23) Aegis - Resistance/Endurance/Recharge
  • (23) Aegis - Resistance
  • (25) Aegis - Psionic/Status Resistance

Level 6: Hasten

  • (A) Recharge Reduction IO
  • (25) Recharge Reduction IO

Level 8: Combat Jumping

  • (A) Luck of the Gambler - Defense
  • (27) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (27) Kismet - Accuracy +6%
  • (29) Shield Wall - +Res (Teleportation), +5% Res (All)

Level 10: Shadow Maul

  • (A) Superior Gauntleted Fist - Accuracy/Damage
  • (29) Superior Gauntleted Fist - Damage/RechargeTime
  • (31) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
  • (31) Superior Gauntleted Fist - Damage/Endurance/RechargeTime
  • (31) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime
  • (33) Superior Gauntleted Fist - RechargeTime/+Absorb

Level 12: Taunt

  • (A) Perfect Zinger - Chance for Psi Damage

Level 14: Kick

  • Hamidon Origin:Nucleolus Exposure

Level 16: Tough

  • (A) Unbreakable Guard - Resistance
  • (33) Unbreakable Guard - Resistance/Endurance
  • (33) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (34) Unbreakable Guard - RechargeTime/Resistance

Level 18: Fallout Shelter

  • (A) Unbreakable Guard - Resistance
  • (34) Unbreakable Guard - Resistance/Endurance
  • (34) Unbreakable Guard - Endurance/RechargeTime
  • (36) Unbreakable Guard - RechargeTime/Resistance
  • (36) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (36) Unbreakable Guard - +Max HP

Level 20: Weave

  • (A) Luck of the Gambler - Defense
  • (37) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (37) Reactive Defenses - Scaling Resist Damage

Level 22: Siphon Life

  • (A) Preventive Medicine - Heal
  • (37) Preventive Medicine - Heal/Endurance
  • (39) Preventive Medicine - Endurance/RechargeTime
  • (39) Preventive Medicine - Heal/RechargeTime
  • (39) Preventive Medicine - Heal/RechargeTime/Endurance
  • (40) Preventive Medicine - Chance for +Absorb

Level 24: Radiation Therapy

  • (A) Superior Might of the Tanker - Accuracy/Damage
  • (40) Superior Might of the Tanker - Damage/Recharge
  • (40) Superior Might of the Tanker - Accuracy/Damage/Recharge
  • (42) Superior Might of the Tanker - Damage/Endurance/Recharge
  • (42) Superior Might of the Tanker - Recharge/Chance for +Res(All)
  • (42) Theft of Essence - Chance for +Endurance

Level 26: Beta Decay

  • (A) Achilles' Heel - Chance for Res Debuff
  • (43) Touch of Lady Grey - Chance for Negative Damage

Level 28: Touch of Fear

  • (A) Fury of the Gladiator - Accuracy/Endurance/Recharge
  • (43) Fury of the Gladiator - Chance for Res Debuff

Level 30: Particle Shielding

  • (A) Numina's Convalesence - Heal/Endurance
  • (43) Numina's Convalesence - Heal

Level 32: Ground Zero

  • (A) Achilles' Heel - Chance for Res Debuff
  • (45) Perfect Zinger - Chance for Psi Damage
  • (45) Analyze Weakness - Chance for +ToHit
  • (46) Armageddon - Chance for Fire Damage
  • (48) Superior Avalanche - Recharge/Chance for Knockdown
  • (48) Superior Avalanche - Accuracy/Damage/Endurance/Recharge

Level 35: Soul Drain

  • (A) Perfect Zinger - Chance for Psi Damage

Level 38: Dark Consumption

  • (A) Power Transfer - EndMod
  • (48) Power Transfer - Chance to Heal Self

Level 41: Meltdown

  • (A) Unbreakable Guard - Resistance
  • (45) Unbreakable Guard - Resistance/Endurance
  • (46) Unbreakable Guard - Resistance/Endurance/RechargeTime

Level 44: Midnight Grasp

  • (A) Kinetic Combat - Accuracy/Damage
  • (46) Kinetic Combat - Damage/Endurance
  • (50) Kinetic Combat - Damage/Recharge
  • (50) Kinetic Combat - Damage/Endurance/Recharge

Level 47: Focused Accuracy

  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (50) Rectified Reticle - Increased Perception

Level 49: Mystic Flight

  • (A) Winter's Gift - Slow Resistance (20%)

Level 1: Gauntlet


Level 1: Brawl

 

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There's a fine line between a numerator and a denominator but only a fraction of people understand that.

 
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1 hour ago, Scarlet Shocker said:

I've never really used Theft of Essence - it does not seem to be unique. Is there any value to adding one into Stamina?

 

Theft of Essence is an accurate healing set.  Stamina does not take accurate healing.  Nor does Health (which takes healing but not accurate healing).

Edited by aethereal
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4 hours ago, Scarlet Shocker said:

I've never really used Theft of Essence - it does not seem to be unique. Is there any value to adding one into Stamina?

 

As noted, you can't.  But just the one in Rad Therapy honestly feels like cheating.  It's that good.  You could drop Dark Consumption and never miss it... for the endurance anyway.  Might still be another good proc bomb candidate if you could spare the slots.  That's of course, the real problem in a build.

 

4 hours ago, Scarlet Shocker said:

I have a Slow Resist proc in Mystic Flight. Does that provide global benefits or only when using it?

 

It functions as a set bonus, not a proc.  So yes, it is always available as long as you are not exemplared more than 3 levels below the level of the IO itself.  This is true even if you don't have access to the power it's slotted in due to exemplar level.  I always just get the attuned version to be sure it goes all the way to min level for the IO.

 

After I got a chance to look at your build in Mid's, I noticed you already had 80% slow resist.  Forgot how good Fallout Shelter was there.  +45% slow resist is a hell of a good base to build on.   I still like to reach 100% slow resist myself, but 80% honestly might be "good enough".  Worth trying and seeing how you like it.  I like knowing nothing is capable of slowing down the recharge on Particle Shielding and Rad Therapy, because between those two and good HP and Resists?  You really can be "lol defense!" for most content.

 

Incidentally, tinkering with one of my own Rads in game, I also noticed with some surprise how good the temp buff you can get from a base empowerment station is.  The slow resist from there is +20% and lasts an hour, costing just a couple pieces of common salvage.  I still like to get to 100% on my own because I often forget to refresh those buffs, but again 80% base in your build with the occasional buff from the station would be plenty good enough.  I might be rethinking it myself.

 

5 hours ago, Scarlet Shocker said:

I've shoved a few procs in Ground Zero - but I've mostly taken them by sticking my finger in the air and "that seems like it might be ok" - I'd welcome more experienced inputs.

 

I also always put the two Avalanche there like you did, just to give a bit of recharge and more acc.  Also the knockdown is simply hilarious given this power can hit up to 30 targets over a 22.5ft radius on a Tanker.  After that, definitely just play with different procs for the rest of the slots.  I tend to go with four damage procs but there's no wrong answer there.  On a team, the wide area knockdown tells the rest of the team you just taunted every enemy that is currently picking itself up off the floor, at the very least.  The power is a beast for procs thanks to the longish base recharge and the fact that the Tanker's wider area AoE's don't figure into the calculation for proc chance.  It's still based on the default radius of the power, 15ft.  So that helps, even if you have a little recharge enhance in there.

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on the official forums I once composed a thread entitled "A Treatise on Nomenclature" that was reasonably well received in the day.

 

The main tricks to a good name tend to be a high quality thesaurus, a reasonable lexicography, patience, and not being prepared to settle for "Bob the Fishmonger*" as a moniker.

 

But I thankyou for your kind words Zathras 👍

 

 

*to my knowledge that name is available - if anyone does wish to claim it they are very welcome to do so.

Edited by Scarlet Shocker

 

 

There's a fine line between a numerator and a denominator but only a fraction of people understand that.

 
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  • 2 weeks later

ok, I'm going to say that I do not like how Dark Melee plays.

 

Compared to Kin Melee, it seems to lack that certain something. I think it might be the fact it doesn't seem to offer that real "killing blow" whereas KM offers Burst which is a thing of beauty delivering a sea of orange numbers.

 

I'm open to alternative suggestions  to pair with Rad Armour

 

 

There's a fine line between a numerator and a denominator but only a fraction of people understand that.

 
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If you're looking for something that goes *THUNK* then probably SS, RadM, or Energy.

 

I've not gotten my Rad/SS very far but maybe now that the higher tier secondary attacks are available sooner, I can find the interest.  KO Blow is your slow big hitter.  Foot Stomp, glorious as it is, is still the set's only real AoE damage power, so pairing with Rad Armor lets you add proc bombed Rad Therapy and Ground Zero to that.  Hand Clap with a knockdown converter, Ground Zero with a knockdown proc, and Foot Stomp could make for a whole lot of "sit your asses down!" action.

 

Rad Melee punches the floor with Atom Smasher, the big PBAoE.  Also has a big wind-up to Devastating Blow that should satisfy the need for THUNK.

 

Energy Melee I don't have a lot of experience with but it has some big hitters and does it with big glowing pom-poms of doom.  

 

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5 hours ago, Scarlet Shocker said:

I'm open to alternative suggestions  to pair with Rad Armour

 

Just dinged 50 with a Rad/Axe and even without incarnates or completely min/maxed sets, can tank 98% of the non-HM content and Battle Axe is a completely different experience, compared to live.  I love SS and Battle Axe is probably now my second favorite, well, secondary.

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